01-28-2008 16:16
I got a bunch of q's here.


Is it all possible to get realistic shapes and curves from maya to sl? I can get somewhat close, but something simple like a vase looks all clumpy. What are the best settings when exporting to get the best results? Does the size of the model in maya make any difference to what size it will be in sl?

I'm using 32x32 spans, but still pretty sad results.

Are there any other programs that will give the imported shapes better results when importing like zbrush or anything like that?

Is there a way to say bake in the default lighting and shadows that are in maya?

I don't understand why the quarl exporter has options for baking, ive never seen it work.

What I want to do is make say a lamp, put a texture on it but be able to lighten and darken different areas while on the model, but havent figured out how. If I add lighting and bake I just get one side with light and the rest is black...maybe i'm doing the lighting wrong.


Can you texture like you do with polygons and make some kind of map of the shape of your object and texture in photoshop?


Whats going to give me the best results both in shape and texture and lighting...polygons or nurbs?

If say i make a lamp, should i make them in small sections to add more points? will that give me more accuracy on the shape?

Im guessing polys would be better for texturing since you have a uv map then you can easily paint in ps...then have a map for different sections...can you do this with nurbs?

When in the different view panes how do you move from side to side, i can rotate, zoom in but not move up down sideways ect.

How can i cut a nurbs sphere in half? Say i have one part I just want to work on how do i cut off that part? so i got 2.